Hi everyone, This week's new free tracks are: "Defending the Princess Haunted" v001 and 002 http://soundimage.org/epic-battle/ "A Long Journey for a Little Bot" on the Sci-Fi 5 page http://soundimage.org/sci-fi-5/ "Retro Frantic_v001_Looping" on the Action Page http://soundimage.org/action/ "Magic Clock Shop_Looping" on…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
While Unreal Engine does not have a hard-coded "max amount" of
UDIMs; the actual limit is determined by your system hardware's available
memory. Remember to
enable virtual textures in Unreal and so long as the textures end with the
numbers.1001 and .1002 and so on you only need to import the first texture and
Unreal will…
Hi guys! There's a lot of great stuff here. Here's my model right now. I haven't done any of the foliage or ground yet, since I have to learn those skills before trying it out 😂. I used this challenge to try and make a model that's as efficient as I could (tri-wise). I was able to get it down to 10,360 tris, with the most…
Here is my first time creating a realistic looking eye, through the process I learned a pretty quick workflow for creating them. I suggest modeling one and giving it a shot, I'd be happy to help if you've got any questions. I followed Tom Newbury's tutorial - https://gumroad.com/tomnewbury I'm also figuring out hair cards…
Blender [3D] Learning Diary 002 - Asset Creation https://www.youtube.com/watch?v=tHxhLlhuGys Some update on the crate game asset tutorial and general Blender studying. Done the modelling of different parts. Had some problems with Bend feature in Simple Deform modifier. So spent some time how to use it properly - as a…
This is a little tutorial which aims to show you how to use the Deco Brush in Zbrush to sculpt hair on a high-poly mesh The first step is to look at some references. Obviously this is one of the most important steps. Like most things, its easier to do something if you can break it up into smaller pieces. Get a better…